Showing posts with label virtual world. Show all posts
Showing posts with label virtual world. Show all posts

Monday, June 15, 2009

Issues with Second Life

Virtual worlds (VWs) must take user experience seriously. Are these VWs usable? Let us look at Second Life. This is based on my experience and are only thoughts (not expert opinions). I wish Second life would relook at the following:
  • Navigation: Why does the user have to spend time learning how to use the controls? Why isn't the navigation intuitive enough? Why is the Search option so confusing? As a new user, what do I search for? How do I decide where I would like to go? How do I know how big the VW is?
  • Editing Appearance:
  1. Privacy: What is the first thing a user does? Most users edit their appearance. Why is this visible to the rest? I can see another user editing the appearance. The stance is weird and the appearance and disappearance of clothing items is downright funny! Can't the user have the privacy to change their appearance?
  2. Filtering: Like other social networks, I wish SL provided the option to view a user's profile. This helps understand more about the person. This may help avoid awkward conversations and situations.
  3. Usability: The slider widgets used to readjust length of clothing are not efficient. Removing a part of clothing is tricky. I had trouble getting rid of a skirt my avatar had on on top of her jeans. I have also seen my friends struggle to with hair, clothing, shoes, and so on.
  • Conversation: Why should avatar's type as you type on your keyboard? Let's admit it looks very funny. Is there no other intuitive way of letting another user know that you are typing?
  • Actions: It is hilarious to watch a user master the art of sitting at SL. Most times, they face away from us or just run around the place. :) This is a usability issue. A user need not have to practice several times to sit to get it right.
In terms of SL for learning, I like the thought of letting the learner create something. But, most objects in SL (atleast those I have come across in my brief time there) are PPTs. SL also has virtual classrooms. When we avoid making the learner read lengthy notes and sit through lectures, why use it in SL? When the fancy of the VW wears off (as it did with me), learner motivation is bound to dwindle. What then? Is there no other interesting format? Check these posts by Karl Kapp on how VWs effectively.
Examples of usaing virtual world 3d spaces learning
Virtual Hospitals Protocol
Three Virtual World Learning Best Practices

Wednesday, January 7, 2009

A Workshop on Web 2.0

Here's a fabulous opportunity to learn about Web 2.0. Kern Communications is conducting a workshop on how Web 2.0 can be used for training. This workshop will allow HR managers and training heads to explore Web 2.0 for training purposes.

The workshop will help you:
  • Understand Web 2.0
  • Discuss training using sharing, collaboration, co-creation, user-generated content, social networking
  • Explore the use of tools such as wikis, blogs, virtual worlds, podcasts, videocasts, social networking to design training
  • Discuss case studies where trainers have effectively used these tools for training purposes
  • Experience learning and training in the virtual world
The workshop will be held on 31st January at Secundrabad, Andhra Pradesh, India. If you are interested or require more details, contact Vaishavi at vaishnavi@kern-comm.com or call her at 040-40171313. Also visit learnability matters.

Tuesday, December 23, 2008

River City Project – An Example of MUVE

Let us look at the most popular educational MUVE. River City is the most popular example of an educational MUVE. River City Project was funded by National Science Foundation. River City is designed for children in middle school. The theme is very interesting. River city is a city belonging to the 19th century. This city is suffering from health problems. The tasks for children (belonging to the 20th century) is that they need to travel back in time and use the 21st century knowledge, skills and technology to resolve 19th century problems. How do they do this?


I was not able to access the virtual tour and therefore, I have relied heavily on what others have written on River City. Students can enter the virtual city as a team. They use avatars (graphical representations of themselves) to enter River City. They are welcomed by a man who gives them a tour of the city. Students need to form a hypotheses about the cause of the health problems. At the end of the project, teams get to compare their hypotheses.


This city has a river flowing through it and different types of terrains that influence the houses, water, industries, hospitals, and universities. At River City, avatars can enter buildings, climb mountains, and swim across water. To gain information, they can click on an objective that contains a hyperlink. Webpages, images, simulations or web-based applications pop-up. Students can conduct several experiments in the virtual city. For example, they can check the pollution levels in water, the number of patients admitted in hospitals, and so on. They can change one factor or more to see how the consequences.


The city comprises of avatars, computer-based agents, digital objects, and avatars of instructors. It has around fifty digital objects and data collection stations provide detailed information on water samples across the world. I was able to view a screen grab of a lab at River City. The left side showed a computer agent. The right side of the screen displayed the lab in which the learner could test samples. The learner got to see the consequences of their actions.


I was also able to see a screen grab that displayed a computer-based agent in conversation with the learner. Computer agents share information on the happening around the city. They provide subtle hints to the students. The dialogues are shown in the text box below the screen. The interface is supposedly designed carefully:


As an aid in their interactions, participants also have access to one-click interface features that enable the avatar to express (through stylized postures and gestures) emotions such as happiness, sadness, agreement, and disagreement.

- C. Dede, “Multi-User Virtual Environments,” New Horizons May/June 2003


Students share the data that they have acquired with other teams. They can also send ‘snapshots’ of their current situation (seen through their eyes) to their team members for a joint investigation. On the whole, 60 teachers and 4000 science students from US and Australia participated in this MUVE. Several reports suggest that students were really motivated. Their grades improved drastically.


MUVE is a very interesting topic. Several corporates are designing MUVEs for corporate training. They buy land on virtual world's such as Second Life and design elements that facilitate learning in it. MUVE is a fairly new teaching tool and it is definitely worth considering, researching, and studying.